sp_turrettower

by RichyRo0 · Uploaded Jun 06, 2011

Screenshot 1

File Size: 2.64 MB

Downloads: 1153

Rating: (28 votes)

Description

A clean themed Aperture Science chamber with lasers, turrets and gel.

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RichyRo0 • Jun 06, 2011 • #52019
9 posts

A clean themed Aperture Science chamber with lasers, turrets and gel.

File Name: sp_turrettower.zip
File Size: 2.64 MiB
Click here to download sp_turrettower

Gunpowder • Jun 06, 2011 • #52020
4 posts

Very simple but very beautiful mapping Nice work.

Bassie • Jun 06, 2011 • #52021
1 posts

Nice, had fun playing!
Had a couple of "Shit... should have brought the cube" moments...

Cheeseofdoom • Jun 06, 2011 • #52022
4 posts

That was a very fun and interesting map. By nature I juggle items when I play a lot of games, so the whole 'bring the cube every time' thing was second nature. Too bad the poor companion cube had to die at the end. I thought the evaporating button was hilarious by the way.

Anyways, great map, well made. Only died once at the part where there's about 5 turrets in a ring near the end. I flung myself at them instead of a cube the first time. Which isn't to say it was too easy, it was just plain fun.

Riao • Jun 06, 2011 • #52023
1 posts

REALLY good map. I created my account here just to let you know that.

Shane • Jun 06, 2011 • #52024
243 posts

Thoroughly enjoyed that, very well designed!

G-Man • Jun 06, 2011 • #52025
7 posts

Nice little map. Not sure if I solved it the way it was intended, but I didn't really use anything on the first couple of levels. Overall though, a liked it.

RichyRo0 • Jun 06, 2011 • #52026
9 posts

Thanks for the replies everyone. Don't forget to tell your friends to check it out. I didn't think the feed back would be this positive! but thanks! Vote on the map as well please! Thank you all for trying it and giving feed back!

Regards

Richard

quatrus • Jun 07, 2011 • #52027
1,047 posts

Excellent map. Enjoyed it. Thanks for creating.

xdiesp • Jun 07, 2011 • #52028
1,078 posts

Almost a classic. You've got the vertical built which is very unusual; freedom of choice to your favorite "weapons"; plenty to listen to. But it's also aimed to be fun, immediate and forgiving: in short, more videogame than serious test chamber.

And more importantly, gives turrets their moment of glory.

GeneralSalsa • Jun 07, 2011 • #52029
1 posts

My favorite custom map yet! Fantastic job!

KouKaracHa • Jun 08, 2011 • #52030
8 posts

A bit too easy, but very good, hope there will be some more.

PimpinBrew • Jun 08, 2011 • #52031
1 posts

Really awesome map, thoroughly enjoyed it. Plays well, feels polished and looks beautiful; everything a good custom map should be! Well done!

RichyRo0 • Jun 08, 2011 • #52032
9 posts

Hi everyone thank you for all of your feedback on the map. I originally created this for the summer mapping contest but it now appears that my work may not have been included. Obviously I wanted it to be. I want to try and report this somehow as I've only just realised it hasn't been included. Thank you all so much for all the support so far, hope I can try and sort this out!

RyanY • Jun 09, 2011 • #52033
1 posts

challenging and almost flawlessly designed.

button was a nice touch too.

would of liked to see a more epic jump at the end to finish with style

Will T. • Jun 09, 2011 • #52034
163 posts

Very interesting design. My only gameplay irk was that I kept falling down and having to work my way back up without the help of the cubes. That was mostly just a matter of finding a portal surface and moving a portal though since I'd already have them both near where I fell from, and I could use one to get to the other without too much trouble.

Couple other thoughts:


-The music was really, really loud for me for some reason ... like, I had to turn my speakers way down. Maybe reduce it to 50% or even ~25% of its current volume?
-Speaking of music, the added layer that came in at the top was totally out of sync for me.
-The last panel that's supposed to make the bridge to the two cube buttons didn't open for me. I only realized it was supposed to when I moved the cubes around later and it did ... I had to work without it when getting through, carefully jumping that gap.


Overall a good one. I've never been the biggest fan of turrets (especially when they're abused for ambush purposes... which you didn't do ), but they were actually fun here. Good job.

RichyRo0 • Jun 09, 2011 • #52035
9 posts

Hey guys amazing result with the map. It has been looked into and I now have a shot at the competition so please give it a try so far everyone seems like they have really liked it. Please keep voting and commenting on it. Your feedback is appreciated

Thanks everyone!

smwlover • Jun 09, 2011 • #52036
68 posts

Very good and not so hard. Making a map which has elements of both puzzle-solving games and adventure games is not a easy thing and you did it! Almost-perfect design!
The button adds a little bit fun to the map, of course.

RichyRo0 • Jun 10, 2011 • #52037
9 posts

Thanks, that was one of my aims. Instead of getting a huge map with loads of puzzles I tried to get a small quality professional map with atmosphere, fun and some humour in the same setting. Thank you for the feedback though!

bozwell • Jun 11, 2011 • #52038
1 posts

I like it. Really well made, alot of fun, took me a while to orientate myself to the level. I had a couple of...where's my cube moments XD

NuclearDuckie • Jun 11, 2011 • #52039
186 posts

The "tower" design in this map really worked out, sewing lots of small pieces (more "tricks", really, than puzzles) together where most designers would break it into separate rooms. This plus the music created a feeling of excitement as I neared the top, even if the music did start to clip and go out of sync towards the end. I'm not a big fan of using GLaDOS quotes in custom chambers, but they kind of helped here to make it feel more alive.

As for improvement, perhaps it could have used some more crazy gel-enhanced jumps, since that kind of fast action seems to be what this chamber is best at.

Lawton • Jun 13, 2011 • #52040
19 posts

Cheeseofdoom wrote:
Too bad the poor companion cube had to die at the end. I thought the evaporating button was hilarious by the way.

I don't know what you mean by the spoiler. Mine just stayed in the final cube holder. I agree with the comment on the button. It's little additions like that which make levels worth playing.

This map was more of a platformer/shooter than a puzzle. A lot of it was just going back and forth. That said, it was very well made. The ability to orange funnel four turrets at once through a laser beam was extremely satisfying. I recommend this level to anyone who loves to kill turrets.

xdiesp • Jun 13, 2011 • #52041
1,078 posts

I wish more used vertical rooms to pile up small puzzles, instead of wasting big rooms on each.

RichyRo0 • Jun 14, 2011 • #52042
9 posts

I agree with you xdiesp, I wanted this map to be more fun than puzzling and after loads of mock ups and play through's I thought it would be better as a small tight fun chamber instead of a massive chamber where you just stand there trying to work everything out. I've tried to design it so the player is still moving and having fun whilst letting the player continue with the rest of the map. At the same time building the atmosphere with the music and upping the beat as you gradually complete the map. I haven't played many maps with music but the ones that have them are much more immersive. Music is very important imo

quatrus • Jun 17, 2011 • #52043
1,047 posts

Played in another area, still a great map and 5/5

Enigmaphase • Jun 17, 2011 • #52044
110 posts

Fun map! After much effort, I managed to get every cube in the last room just before the elevator, successfully blocking myself from being able to complete the level. Haha...

infernet89 • Jun 22, 2011 • #52045
174 posts

Really nice map, my only regret is the music. It will become repetitive really soon. Near the end i thinked "oh, thank god. A tractor funnel. Some silence."

Btw, in my solution i din't used the laser hitting the portalable wall. Maybe is here only to kill some turrets?

Kings • Jun 22, 2011 • #52046
2 posts

Hello,

Let me start by saying that I loved the tower design. There are few maps with the same degree of verticality, and that's what makes this one so unique. Also, I managed to bypass key portions of the map. This is a big plus for me since some of the fun of Portal is finding the most unique solutions, and the feeling of achievement that comes with that is integral.

Having said that, I do think that there is room for improvement:

1) Major: In its current state, the map has too many cubes; I managed to solve the map by only using two refraction cubes.

EDIT: I just finished the map using only one cube, the companion cube of course. It involved a maneuver which is hard to replicate; I've only done it successfully twice, but it works.

EDIT: I found an even easier one cube solution, much easier to accomplish. How do I post a demorec?

2) Minor: I found that some of the elements had an insignificant purpose. The best example is the orange excursion funnel at the beginning. The only purpose it served was to disable the first set of turrets; however, during my first play-through I thought that I'd have to use it later on in the map, which was not the case. During, subsequent play-throughs I skipped the orange excursion funnel and killed the turrets using the refraction cube instead.

3) Minor: By default the music volume is high, but this can be easily mitigated through the settings.

4) Minor: bug w/ caption

Lastly, I will make a demo, if someone tells me how.

Great map!!!
Kings

Also, I missed the part about the vaporizing companion cube. Where is that?
Also, how do I make a list in posts?

I created this account just so I could post this.
I used the Thu Jun 09, 2011 4:06 pm build of sp_turrettower.

OnePortalizedGal • Jul 17, 2011 • #52047
156 posts

Loved the map - all the great elements and plenty of turrets! Very well put together and tons of fun to play. Keep up the great work!

ormolu • Jul 17, 2011 • #52048
7 posts

That was really, really lovely. I think you succeeded on all fronts. At no point was I confused about where to go next, and when I made a mistake it wasn't a pain in the ass to go back and correct myself. But one of the main things is that it was just FUN, which is what some of these maps seem to lack due to the difficulty.

Djinndrache • Jul 26, 2011 • #52049
1,442 posts

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

gy22b4bFGMo
(Link: http://www.youtube.com/watch?v=gy22b4bFGMo)

Also note the video description for more feedback and my signature for additional project information.

KennKong • Dec 23, 2011 • #52050
942 posts

Here's another really nice map that isn't getting much love lately. You can enjoy playing it straight, then go back and exploit the heck out of it. 4/5 from me.

Mek • Dec 28, 2011 • #52051
459 posts

ormolu wrote:
That was really, really lovely. I think you succeeded on all fronts. At no point was I confused about where to go next, and when I made a mistake it wasn't a pain in the ass to go back and correct myself. But one of the main things is that it was just FUN, which is what some of these maps seem to lack due to the difficulty.

I completely agree with this. I missed the vaporizing cube too, was it there really?
Only one thing I disliked was the music. Really too loud, repetitive, later out-of sync... plus, not my style (the most ugly it was in the end elevator)...

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